There's nothing special about Elite. It's just a spaceship game. Anyone can make one, doesn't have to be Frontier. Don't need the IP.
Interesting then, that so few do. And the other attempts at creating ambitious, open-world space have hardly been roaring successes.
Both true, of course.
The big thing about Elite Dangerous which is both an essentially unique feature in a game and a source of a huge number of problems is that it has a practically-infinite number of full-scale star systems modelled at least in part to sub-metre resolution.
From a game design point of view that's a really silly idea. The core game mechanics [1] of trade, combat, mining, missions, piracy, smuggling, warfare, politics, etc. etc. at best don't benefit from that at all, and more often actually get harmed by it. Other than NMS, all of Elite Dangerous's modern spaceship game competitors - in a broad sense! - have a game world smaller than the bubble. Most of them have a game world smaller than
Colonia. Some of them have a game world considerably smaller than a
single gas giant ring system. And in terms of both quality of gameplay and ease of implementation, they're much better off for it. Gameplay does not generally benefit from simulating endless cubic gigametres of identical empty space.
But of course once you've reduced the game world to a scale which better supports the gameplay, you then start asking obvious questions like "why are we setting this in space at all?", and don't have the 90s excuse of "because FillScreen(black) is really quick and that's 95% of the graphics done". So maybe you just set it on a planet and make everyone's life easier.
Thing is ... being able to do both exploration and non-exploration gameplay in the same game turns out to be a really important feature too. Things like Colonia or the Distant Worlds Expedition or even a fair bit of the current Azimuth storyline actually do need both a reasonably well-defined non-exploration gameplay region
and a ridiculously oversized galaxy to work. And so do various more routine things which many players do all the time.
So you get the interesting situation where:
- Elite Dangerous, despite its successes in some areas (including, importantly, "being fun enough that people keep playing it"), is actually pretty bad compared with other spaceship games (including
much older spaceship games) in a whole bunch of major gameplay areas. And sure, there's lots of things Frontier could improve on ... but a lot of it is fundamental to it being Elite Dangerous.
- anyone else wanting to make "a spaceship game" wouldn't try to make "Elite Dangerous but better", so no matter how good NMS or the X series or some future project gets, it's not going to address the reasons people play Elite Dangerous rather than anything else out there.
...and so the last eight years of "this is terrible! let me play it for another 1000 hours just in case I've missed something", and the hope that either the next released space game would be better
at being Elite Dangerous, or that some mythical company would both be competent enough to take over Elite Dangerous development
and overconfident enough to
want to take over Elite Dangerous development, but hasn't taken the opportunity in the last decade to just build its own.
[1] Obviously exploration - or at least certain types of exploration - actually need all that ridiculous scale, but there's a fair argument that if you wanted to make a game about deep space exploration and months-long expeditions a long way from home, you should just make a game about that and leave out the trading, combat, etc. side of it. Actually aim to attract the "Combat? In an
Elite game?! Disgraceful!" crowd, rather than accidentally having them show up and then complain about everything else.